The white move at 5 is a 'keima suberi' (or 'hashiri')
A white move at "A" would be a 'ogeima suberi' (or 'hashiri').

Chinese

jing4, fei1 jing4

English

slide, typically with 'keima', or 'ogeima' but not necessarily

Japanese

hane dashi

After black 1, white 2 is 'hane dashi'.

Chinese

nei4 ban1

English

to answer the opponents 'keima tsuke' move with an "inside" 'hane'

Japanese

guru guru mawashi

What will happen after white "A"?
Continuation: see 'dango'.
Final result: see 'shicho'.

Chinese

lian2 huan2 zheng1 zi3

Korean

dol-dol mal-ri-da

English

capturing an enemy chain using the following combination of techniques:
1. stone sacrifice(s)
2. squeeze
3. ladder
during this chasing process the enemy chain typically gets heavy in
the process.

Japanese

ashibaya

Chinese

zou3 de kuai4

English

quick movement

Japanese

ashi ga hayai

A typical 'ashi ga hayai' opening movement.

English

one can run quickly

Japanese

amashi

English

a strategy for white in no-'komi' games
in which he lets the opponent take good points
but as compensation takes territory, aiming to 'outlast' the opponent

Japanese

magari shimoku

Normally four points in a row form two eyes, except in the corner.
The left white group can be killed with A (black B for ko).
The right white group is dead since black can create a bend-four anytime.
According to Japanese rules the right white group thus is dead.

English

bend four in the corner.
usually dead shape except under special circumstances.

Japanese

yose

Chinese

guan1 zi3

Korean

ggut-nae-ki

English

endgame

Japanese

uchi magari

Black 1 bends around white's stones towards the edge.

Chinese

qu3 jing4

English

to bend around inward

Japanese

tsuke

Black 1, playing against white's position is 'tsuke'.
There can be various reasons to play an attachment:
1. a ko threat
2. a ladder breaker
3. a leaning attack
4. to settle in enemy territory
5. to split enemy positions

Chinese

peng4

English

to attach to an enemy stone

Japanese

kake tsugi

A (3,4) 'joseki'
Black 1, defending against the cut at [a] is 'kake tsugi'

White 1 is uttegaeshi, when black captures this stone
white captures three stones by playing again at 1.

Chinese

dao4 pu1

English

snapback
a sacrifice manoeuvre

Japanese

uchikomu

Chinese

1. da3 ru4
2. da3 ru4 (jiang4 ji2)

English

1. to invade
2. to force an opponent to take a handicap (or force him to
a higher handicap) by taking a lead of four games (six games
at the beginning of the edo period)

Japanese

uchikake

Chinese

da3 gua4

English

suspending play during a game
(it was white's privilege to suspend play on his move)

Japanese

tsuki atari

Black a is an example of 'tsuki atari'.

Chinese

ding3
tie1 chang2

English

thrusting against
to extend against an enemy stone

Japanese

tsuke nobi joseki

The combination white 1 and 3 is called 'tsuke nobi'.
In this case the combination initiates the 'tsuke nobi joseki'.

Chinese

kao4 ya1 ding4 shi4

English

4-4 point joseki where you attach against the knight's move approach
and extend when they hane

Japanese

tedomari

English

the last meaningful point in the fuseki or in the endgame

Japanese

takamoku joseki

Black 1, white 2 initiates a typical 'takamoku joseki'.

Chinese

gao1 mu4 ding4 shi4

English

joseki following from an initial stone at the 4-5 point

Japanese

taikyoku

Chinese

dui4 ju2

English

match, game

Japanese

soto magari

Black 1 bends around white's stones towards the center.

English

to bend around outward

Japanese

shusaku fuseki

The 'shusaku fuseki' pattern.
Black 7 would be considered too slow nowadays (since white receives
compensation for the fact that black started the game, usually 5 1/2 point).
A modern professional would play around [a].

Chinese

xiu4 ce4 liu2 (bu4 ju2)

English

fuseki strategy for black based on 3 3-4 points.

Japanese

shin fuseki

A 'shin fuseki' pattern by Go Seigen (against Honinbo Shusai, 1933)
White won this game by 2 points.

Imagine the following sequence of moves:
(1) Black plays "A", threatening to kill white by playing "B",
(2) White defends by playing at "B" himself,
(3) Black captures those two white stones,
(4) White recaptures at (d,1).
This sequence would give exactly the same position we had before, making
this position 'chosei'. This game would become 'no result' according to
the "Japanese rules of Go".